Might and Magic VI - The Mandate of Heaven (Part 8) Solution copyright (c) Mike Marcelais. Version 1.0, June 6, 1998 See also the maps in this issue Supplied by Carolyn Brown @~Continued from Issue 63 Kriegspire This overland area resets every 8 months. Travel By foot east: 5 days to the Frozen Highlands. By foot south: 5 days to Blackshire. By foot west: 5 days to Sweet Water. By coach: 3 days and 250gp to Free Haven (Wednesday, Saturday). Locations 1 Alchemist Store Buy: 3.0; Sell: 5.0 2 Coach Service 3 Inn Night: 40gp; Food: 20 for 80gp. 4 Fountain that gives +30 to level for a day. 5 Training Hall Maximum Level: 80 6 Armor Store Buy: 3.0; Sell: 5.0 7 Weapon Store Buy: 3.0; Sell: 5.0 8 Fountain that teleports you to Castle Kriegspire. 9 Emil Lime Get quest 40. 10 Fountain that gives +5 to endurance and eradicates you. 11 Tower 12 Fountain that trades 5000gp for 5000xp. 13 Nicholas Ruth Teaches Expert in Light Magic for 2000gp. 14 Tower 15 Superior Temple of Baa 16 Fountain that gives +5 elemental resistances permanently and kills you. 17 Fountain that gives +40 to AC for a day. 18 Shrine of Fire 19 Castle Kriegspire Desmond Weller Teaches Mastery in Bow to Battle Mages with Rank 8. 20 Devil's Outpost 21 Cave of the Dragon Rider 22 Obelisk #4 23 Agar's Laboratory 24 Shrine of Cold 25 Hermit on the Mountain, he will end winter for you, allowing you to complete quest 33. 26 Pedestal used in quest 38. Devil's Outpost Very simple; there is a single room filled with various kinds of devils. On one of them will be a set of plans, patrol schedules, and the like. Returning this to Osric will complete quest 16. Superior Temple of Baa In order to enter the Superior Temple of Baa, you need to have the Baa Cloak which is given to you by Humphrey when quest 41 begins. Despite having the cloak, which is supposed to make you a member, the Baa clergy still attack you on sight. After clearing out the entrance, clear out the two rooms immediately to the left and right of the entrance. Then, do the two rooms in the northwest and southwest. They are just simple rooms that hold Baa clerics and magicians. Now take the north door. When you round the four-way intersection, you will be ambushed by Baa clerics and druids. When they are dead, continue straight ahead. On the wall on the right, there is a secret door. Skip the secret door for now and clear out a storehouse at the end of this corridor. There are lots of barrels of stat-gaining liquid there. Then return to the secret door, open it, and follow the passage around to a balcony that overlooks a large room. I'll admit that I don't know what the best way to tackle this room is. The balcony has about a dozen druids and wizards on it. It overlooks a room with maybe fifty or so druids, wizards, and clerics in it; all of which can attack you on the balcony. Further into the room, there is a terrace; below which is another large group of spellcasters. If you turned east at four-way intersection (where the ambush was), then you'd end up on the upper terrace, but have no way of attacking the druids and wizards on this balcony. However, you do it, you should be able to clear both platforms. Don't proceed down to the lowest terrace quite yet -- this large room is symmetric; there is another "upper" terrace on the south side and another balcony. Those are best cleared by finding the passages that lead to those areas. Return to the starting room and take the central western corridor, following the passage northwards. The next passage on the right leads back to the corridor you just came from. Continue straight. Take the next corridor north (at a four-way cross). It leads to a room with an opening leading to a passage on a lower level. You should head down this lower passage. It is trapped with spark and fireball spells and all it does is loop around back to a hallway to the south, but it is the ritual that Baa priests use to prove themselves capable in the faith. (See the Head of Baa for more details below.) Back at the crossroads, the west corridor leads to another storeroom. Go south, turning west. You'll end up in another room with lots of clerics and wizards and two large chests. One of the priests that you kill will also have a High Cleric's Key on his body. Be sure to get it. Return down the corridor eastwards. About halfway down the hallway, there will be a secret door on the north wall leading to a vault of treasure. Continue and take the final corridor south. It leads to a druid's office. When you search the chest on the table here, you will discover that it is locked, and that will set off an ambush of several druids. Continue out the back door, and head south. There are passages here that are mirror images of the ones to the north, including the secret passage. Skip those by for now and south and west. You'll find lots of acolytes' quarters down here, but in the far west room, there is a small temple. On the walls are four carvings that are Baa Heads 1 through 4. If you click on them all in order, they will all be "primed" and ready to go. In the far east living quarters, there will be a High Sorcerer's Key on one of the wizards that you will have to kill in that room. With both the High Sorcerer's Key and the High Priest's Key, you can open the chest back in the room that led into this area. Inside that chest will be a letter to Slicker Silvertongue telling him to block your access to the Oracle on the council. This letter is the proof you need to complete quest 41. Now return and finish the assault on the main temple area, using both the corridor that gains access to the terrace, and the secret passage that leads to the balcony. When you are done, notice the large Head of Baa against one wall. If you have been through the Baa test (the curved corridor on the lower level with all of the spark and fireball spells in it), then you will receive 50,000xp from the Head. Castle Kriegspire Go in the main door, and up the stairs, through the archway, and turn north and then keep heading east. Clear out the pen of minotaurs to the north and proceed. The large circular chambers to the east of here is where you appear after drinking from the fountain in Kriegspire village. When all four chambers have been cleared out, go to the passage between the two easternmost rooms and head further east, through the door, and then turn south, going through the first door on the left. The room will quickly fill with minotaurs. Finish them off and collect (and use) all of the magic horseshoes. Return to the hallway and continue around south then west. You'll arrive on a ledge that goes along the edge of the four rooms. In the very center of the rooms, there is a small alcove and a button on the column. Push that button. This opens the barred door back in the hallway. Drop back down to the hallway, head west back past the first minotaur pen, and head up the stairs. Ignore the door that you can't open on the west wall, and charge the east wall. Open it quickly and run through -- there are minotaur mages that can see and attack you while you are standing by the door. The corridor loops back to those pens immediately after the door, so you can kill the minotaurs at your leisure. Then, follow the passage eastwards. In the chest to the south is the Jewelled Egg. This is the item that you need to find to complete quest 40. The north alcove leads to an alcove high above the "arena" rooms where you can observe everything that goes on. Return to the hallway leading to the arena rooms. The door to the south blocked with bars will now open if you approach it. Go through there, turning right, and then right again and head up the stairs. Search the empty cages to find Roland's Journal. Head down the stairs and open the door. Inside you'll find a Minotaur King. But not just any King; it's "Lurch" himself. Past the door, at the corner, you will see two openings into a room below. [The corridor you're in merely continues back to the corridor near the entrance.] Jump through one of the openings and head to the corner of the room. In an alcove is hovering Memory Crystal Epsilon. This is the crystal you need to complete quest 44. [Note: the quest does say that you're supposed to find Crystal Epsilon in Castle Alamos and that you're supposed to find Crystal Beta here, but you go with the flow! This may be fixed in a patch of the game to be released later.] If you step on the black square, you'll be returned to the corridor. From the southwest arena room, head through the door to the west and go down that corridor. Take the stairs on the right. They wind around to an observation room for the southwest arena room. If you fall into the center of the column area, there are teleportation squares there that teleport you to the entrance of the Castle. Return to the hallway and take the door to the east now. It leads back to an opening between the two eastern arena rooms. Return back to the hallway and take the stairs to the south. When you have killed all of the Drakes in this room, cross the room and loot the chest. The stairs merely wind around to another observation alcove. Head towards the arena area again and turn north. When you get to the double-door gate, open it. On the wall ahead of you is the "Curator of Kriegspire". He offers the chance to heal your entire party for 10000gp. If you take his offer, be warned that it will seriously hurt your reputation. Continuing, you will find yourself in a large room filled with many Drakes. After you cross the chasm in this room; or when you fall into it, the chasm will fill with various abominations created by Agar. After you have defeated all of them, collect the large amount of treasure on the far side of the room. At the far side of the room is the "Guardian of Kriegspire" who says he will reveal the answer for 50,000gp. All this does is teleport you to the hidden button that unlocks the gratings. I wouldn't waste your money. When you are done, you can jump into the pit and take the corridor up, which leads back to the door that you couldn't open from the outside. Agar's Laboratory After the entrance room, you will arrive in a large circular room filled with Agar's Chickens. Take the east exit from this room. Cross the circular room you get to and push the button. This causes a panel in the floor to slide aside and the pit floor to rise up releasing a half-dozen Eyes into the room. When they're dead, cross to the west room (from the starting room) and repeat the process. When you return to the start room; the wall blocking off the north part of the room will have lowered. As you step on the large blue square, it will lower down to the ground. (The switch on the pedestal just north of the square will also lower the floor.) Following the newly revealed corridor northwards leads to another room with lots of chickens in it. To the west is a rooms similar to the ones upstairs -- a switch on the far wall that releases creatures into the room. To the east is a room with another large blue tile that lowers down to a third level. From this room, head through the west door. In the next room there is a chest on the far side of the room. As you walk near the chest (which is empty), a wall will lower, releasing some Maddening Eyes into the room. The room then continues with a corridor to the north. At the fork in the corridor; to the west is a door that leads back outside; to the right is where Agar himself is hiding out. The room contains several chests of treasure and a cauldron that slays whomever drinks from it. The skull pile has the same effect. Cave of the Dragon Rider This whole area is has nothing very interesting in it, except for the monsters themselves. Great Wyrms and Cuisinarts have some of the best items in the game on their corpses; they are the main reward for going through this area. The treasure placed here is insignificant compared to the monster treasure itself. From the main entrance, the room splits into several tunnels that wind down through the mountain. Start with the rightmost tunnel. It opens up into a room filled with Wyrms. At the back of the room are two chests filled with treasure. Since there are no other exits, return to the entrance and take the second passage. The second tunnel also goes into the mountain and then opens into a large room with no other exits. The room has a mixture of Cuisinarts and Wyrms in it guarding a pair of chests against the far wall. The third passage splits a short way in. Take the right fork. A room will open up on the left side of the passage that contains two chests and a barrel of treasure. The passage continues and opens into two rooms. The room on the right contains three chests -- the middle chest contains a diary that explains the Rider's plans to conquer the dragon towers. The left room contains two more chests and two piles of gold. Returning back down the corridor, take the other fork that you passed by near the entrance of the tunnel. It leads to a large open area. On the far side of the room, there are several barrels, skull piles, and two hanging cages. The barrels and skull piles have items, but the cages are worthless. Returning to the start, take the last passage from the entrance. It leads to a final room containing more chests and Wyrms. @~More next issue - o -